/Engine/Source/Runtime/NavigationSystem/Public/NavMesh/RecastNavMesh.h
struct FRecastNavMeshGenerationProperties
float
AgentHeight
Size of the tallest agent that will path with this navmesh.
float
AgentMaxSlope
The maximum slope (angle) that the agent can move on.
float
AgentMaxStepHeight
Largest vertical step the agent can perform
float
AgentRadius
Radius of largest agent that can freely traverse the generated navmesh
uint32:  1
bFilterLowSpanFromTileCache
If set, only low height spans with corresponding area modifier will be stored in tile cache (reduces memory, can't modify without full tile rebuild)
uint32:  1
bFilterLowSpanSequences
If set, only single low height span will be allowed under valid one
uint32:  1
bFixedTilePoolSize
If true, the NavMesh will allocate fixed size pool for tiles, should be enabled to support streaming
uint32:  1
bIsWorldPartitioned
In a world partitioned map, is this navmesh using world partitioning
uint32:  1
bMarkLowHeightAreas
Mark areas with insufficient free height above instead of cutting them out (accessible only for area modifiers using replace mode)
uint32:  1
bPerformVoxelFiltering
Controls whether voxel filtering will be applied (via FRecastTileGenerator::ApplyVoxelFilter).
uint32:  1
bSortNavigationAreasByCost
Controls whether Navigation Areas will be sorted by cost before application to navmesh during navmesh generation.
uint32:  1
bUseExtraTopCellWhenMarkingAreas
Expand the top of the area nav modifier's bounds by one cell height when applying to the navmesh.
float
CellHeight
Vertical size of voxelization cell
float
CellSize
Horizontal size of voxelization cell
int32
LayerChunkSplits
Number of chunk splits (along single axis) used for layer's partitioning: ChunkyMonotone
TEnumAsByte<ER...
LayerPartitioning
Partitioning method for creating tile layers
float
MaxSimplificationError
How much navigable shapes can get simplified - the higher the value the more freedom
float
MergeRegionSize
The size limit of regions to be merged with bigger regions (watershed partitioning only)
float
MinRegionArea
The minimum dimension of area. Areas smaller than this will be discarded
int32
RegionChunkSplits
Number of chunk splits (along single axis) used for region's partitioning: ChunkyMonotone
TEnumAsByte<ER...
RegionPartitioning
Partitioning method for creating navmesh polys
int32
TileNumberHardLimit
Absolute hard limit to number of navmesh tiles.
int32
TilePoolSize
Maximum number of tiles NavMesh can hold
float
TileSizeUU
Size of single tile, expressed in uu